Recent posts by coolguy31337 on Kongregate

I don’t think Vespitole has any cards that let you increase your hand size, other than buying a card from the bank. Even then, that gets you up to 8 cards in your hand. Since you start with ten coins, it’s not possible to have all of your coins in your hand.

Just out of curiosity, how many cards does it take to upgrade epic to legendary, legendary to god like without any additional bonuses such guild bonus % or any additional bonus % besides the pre-req alchemy lvl (at minimum % bonus)?

You get 2.5% increase from alchemy lab per level (It will round in the display in City Hall, but it’ll actually use 2.5% to calculate your bonus). You unlock combining with Common at 1, Good at 3, Rare at 7, Epic at 11, and Legendary at 15. The adjusted percentages become

To reliably (> 90%) combine cards, without any other bonuses (taking into account that the first card doesn’t contribute to the percentage), you’ll need 4 Commons, 6 Goods, 10 Rares, 21 Epics, and 30 Legendaries. Of course, you’ll probably have Alchemy Lab bonuses and Guild bonuses to reliably combine cards with fewer, but these are the numbers you need with minimum bonus.

Nah, his math is correct… but he’s not taking into account that you always get one card back.. and that’s it’s the number of you’re card you’re losing that’s interesting, not the amount of cards you use.

His example of getting around 3.7 average tries with 4 cards actually means he loses 3.7 times 3 cards.. which equals 11.1

Compare that to his example with 12 cards and 99% chance.. which means 11/0.99 on average = 11.1

… which kinda underlines my point; it really doesn’t matter what you do.

I can give a easy counterexample while it’s better to combine more cards. The base rate of combining rares into epics is 9%, and it costs 900 Silver, +300 per card above the fourth.

If you continue using only 4 cards, you have a 27% chance at 900 Silver. The expected amount of tries you need is 1 * 27% + 2 * (27% * 73%) + 3 * (27% * 73% * 73%) + … (You calculate expected value by multiplying a result, the number of tries, by the probability of the result happening). This is an infinite series which should come out to around 3.7. You are spending on average 3.7 * 900 = 3390 Silver and using 9-13 cards.

If you instead decided to try to combine 12 cards, you would have a 99% chance of success at 3000 Silver.

The reason your approach comes out incorrectly is that your math doesn’t take into account that the probabilities actually form a geometric series, so that the chance of success is not mulplicative. When you try to combine 4 cards a lot of times, the chance of success is not the same as when you try to combine 12 cards once.

The pot does indeed only ever increase, However, the reward drops because of the way it’s calculated. The pot winnings within a tier get smaller whenever more people get added to a tier. All the winnings within a tier are calculated as a percentage of the total pot (after house cut), and then are divided between all the people within the tier.

Thus, for example, when there are 199 people in a 10k Standard, the pot is 199*10,000*.7 = 1,393,000 and top 1% gets 10% of the pot, so the single person gets 139,300 gold. As soon as one more person joins, there are now two people in the top 1%, so of the 200*20,000*.7 = 1,400,000 gold in the pot, it is now split between the two people, decreasing the reward for the top 1% to 70,000.

Long story short, when more people join and more people become part of a tier, there are more people to divide the reward to. This causes the reard to drop.

OK, in the next update (main one or XML) could you make it so that the stupid annoying pop-up that says: “Commander already present” or “There is already another of that card present” only pops up ONCE, not two and three times, like it currently does. It’s very annoying when you make a typo or you fail to see that one card there.

Donate $50, and Netrat will put it at the top of his priority queue, as the donations page implies.

The main question with summon is whether you are required to have the to-summon-card in your deck. If that’s the case, summon is nothing more than just buying 1 turn for the summoned card and then I don’t think it will have such an impact. But if you aren’t required to have the to be summoned card in your deck, then well, it changes the entire concept of the game since Human vs Human suddenly wouldn’t be limited to 10v10 anymore. I really doubt it would be good to change such a core concept of the game.

there is legendary card that summons another legendary. that answers your question.

has if…anyways, i can link up my lvl 70 party on armor games if you think im lying…

There’s something called confirmation bias (Wikipedia link ), it’s the main reason why you think there’s any problem with the RNG. If you hit, that’s simply “normal” and you don’t ever count the hits into your sample set, only the times you miss.

As far as I know, the simulator works by building the entire tree of possible results of two decks facing off and then counting the winners/losers. For evaluating actions, can’t you just prune away the results of using these cards that are obviously worse?

That seems fairly unlikely: Your algorithm takes (10!)^2 battles, roughly on the order of 13 trillion. The more likely algorithm is that for each battle, a random order of each deck is generated, with the player deck following the ordering provided and the computer deck playing the first card of the order.

Yes, I have designed a few decks. And I’ve played a few games, too. And I’ve used the simulator. (You can confirm these things on the Fansite and the Wiki.) You are also proving my point. If the simulator said play Elusive Panzer next to Longshot, you guys would accept it as truth.

What this thread actually showed is that we find reasons for the simulator to give results as it does. You’re assuming dogma and ignoring all the reasoning that went into why Daemon next to Longshot is better than Panzer next to Longshot. Instead of saying “the sim said daemon next is better”, we reasoned that “longshot absorbs strike with intercept, which would be wasted on panzer but not on daemon”.

New thread because of change of faction leadership. The Rising Storm has been around for a decent while now and we’ve held our ground in the rank 20~25 range. We are a pretty friendly, laidback (for the most part) group. We’re pretty helpful, and can help with deckbuilding and raids; we’re level 13, which means we have a decently high chance of getting Artemis Generators, and we have Skimmers. We got some spots open currently for any takers.

Ideally, applicants will be Level 30+, but we make exceptions based on activity. You can apply by clicking here or you can PM me here if you have any questions.

Intercept hurts its refreshing ability really badly, especially against opponents with LtW… Intercepting the Enfeeble means that it won’t take much to bring it down, even with 8 HP; it would intercept the strikes too, after the enfeeble, so it won’t live to use its AA against quick strike. It’ll do against SCs though

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